﻿#include "BoukenAttributeSet.h"

#include "GameplayEffectExtension.h"

void UBoukenAttributeSet::PostGameplayEffectExecute(const FGameplayEffectModCallbackData& Data)
{
	Super::PostGameplayEffectExecute(Data);

	if (Data.EvaluatedData.Attribute == GetHealthAttribute())
	{
		SetHealth(FMath::Clamp(GetHealth(), 0.0f, GetMaxHealth()));
	}
}
